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I work with realtime scientific visualization, game engines solve different kind of problems. So I have no other choice than to work with OpenGL/Vulkan directly
by atemerev 9y ago
I work with realtime scientific visualization, game engines solve different kind of problems. So I have no other choice than to work with OpenGL/Vulkan directly, which is... less than satisfying.
Good abstraction layers are totally possible, like it was done for networking, 2D graphics, and other hard problems. However, with 3D, it is more of a cultural issue — the APIs were designed by hardware / driver people, who eat these kinds of complexity for breakfast. The rest of us have to suffer and adapt.
Additionally, Vulkan is increasingly pushed as a replacement for OpenGL, and this makes me cringe. It's like somebody took the worst of WinAPI and combined it with joys of developing device drivers...